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eobet

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Everything posted by eobet

  1. Ok, if you load the save attached, you will see how you are prevented from moving the guy downstairs... ...but if you move the guy outside of the door, then you are allowed to move, even though he is outside of the building!
  2. When you select a game to load, it's the Delete button that gets highlighted white instead of the Resume Game button...
  3. So why can you heal the ground? I also thought I was doing something good by using the medkit on a downed soldier, since I got visual feedback from the UI that I was doing something (which certainly looked like I was using my medkit on a fallen body).
  4. For some reason, I'm not allowed to move my character downstairs in the attached save. EDIT: Ok, the zip file of the save is 103kb while this forum apparently has a 97kb limit on attached files? If I use .rar, I can get the file down to 77kb but then I'm not allowed to attach it. How do I get the save file onto this forum? EDIT: I'll attach a related screenshot of an example where I wasn't allowed to move UP the stairs... but I don't have the save for that: Though I think the reason here was that there was a character standing behind the building which prevented the second floor from ever being displayed, even if you selected that level. EDIT: Here is a link to the save uploaded to my own Dropbox... https://www.dropbox.com/s/r25z1vxotb7gsuo/cantmove.zip
  5. I'm not angry, but I am blunt. I don't dance around issues. But what does get me a bit upset is when hardcore fans always tell people to get out instead of seeing criticism for what it is and realize that the developers might actually get some more sales if they fix issues which people report. Also, regarding the game not officially being released, the developer quite prominently said that this is the end, which hey, to me sounded just as harsh and blunt as my writing style. PS. I'm an original Kickstarter backer, physical tier.
  6. Try clicking ON the event itself as a target after you've selected "Launch Interceptor" and you will find that you actually have to click beside it to be able to launch. What you are describing is the ideal UI design that I was originally asking for. Also, if I may use this thread to ask questions which, as someone said, should be obvious from the game itself rather than having to search for it: Where do you see your base transfers? I just hired two new soldiers, and they haven't appeared from what I can tell, so I'm guessing there's a delay like in the original, but where do I see that delay?
  7. So I'm trying out 1.04 now and using the "Launch Interceptor" button (which actually allows me to launch the crew ship as well, which isn't an interceptor, so either the title of the button is wrong and should read "Launch Aircraft", which would have made me perhaps understand the button earlier, or the crew ship should be greyed out). Also, I now realize that when you say that visible Geoscape events on the map can't be investigated, that meant that you can't even target them for a location to send your aircraft to! They're on the map, but they don't say why, and you can't even fly to them. This may sound harsh, but it feels like a double slap in the face to me as a player. Why show them at all on the map? Again, it's such a missed opportunity for a micro managing player to send patrols to those locations for a heightened chance of finding a UFO, and a miss in the UI design, since it actually doesn't tell you that what it really means is the funding loss! Finally, with no new features planned, does that mean that there is no way to drag/pan the view in tactical combat with the mouse, or did I miss how to do that too? Edge scrolling or having to reach for the keyboard is driving me mad, since I play in a window. EDIT: Added a new item about night missions to my first post.
  8. In 1.01 to 1.04, double clicking on an unassigned soldier takes you to a different soldier's equipment screen, making it impossible to change the roles of those soldiers.
  9. Here's the problem with that and why I did not see those buttons: They do not look like any other buttons on that screen. All other buttons have grey outlines, like a button, and the "launch interceptor" and "build base" look exactly like the budget stats in the corners. It's a consistency issue and a readability issue (that text did not "pop" for me). So why doesn't a corresponding negative dollar number pop up near that symbol and slowly fade away so you understand that connection? Right now, it looks more like an alien contact which you naturally want to investigate, and again, you really should be able to, because it would be a really cool sort of indirect radar feature... I did, and I still do not understand it (and I've been gaming since Pong and worked with creating user interfaces for various companies for almost 10 years now).
  10. I was very excited to at long last read about the 1.0 release of Xenonauts, so I could finally play it! However, immediately several issues popped up... I'm probably going to add to this list as I play: No radar sweep or pulse graphic on the map, or explanation in base on how to improve efficiency of the radar. How often does it (try to) detect something? Does building another one help? Why are there no Xenopedia entries on base facilities? How DOES that radar work? Should I build another one? I have no idea currently! No middle mouse click drag to pan the view in combat? THIS IS SUPER IMPORTANT!! No tooltip to explain what the different stats represent in the soldier list. No obvious button to select next soldier with unissued orders... perhaps highlight the small 1-8 stat buttons with a orange colored border until the guy has received at least one command? When marine dead zones, storms and other events are reported, I cannot send aircraft to scout the areas by clicking on those zones, which I should be able to... otherwise, why mark them on the map with mouseover highlights at all? In fact, how DO you send out aircraft to patrol? In X-com, all aircraft had a small radar which helped with Ufo discovery, and you could manually patrol regions with high activity... how do you do that here? I see my forecast change for monthly income is negative, but there is no tooltip explaining why and I can't click on it to get more information. Mousing over countries just says the same negative stat, but with no real explanation... where are the graphs from X-com showing alien activity? Double clicking on an unassigned soldier with still not full health in the soldier list doesn't take me to his equipment screen. Bug! I chose two aircraft to intercept an ufo, and another one popped up. Now I can't split my two aircraft! Manual combat is unfortunately poorly explained. For auto combat it was 100% win chance according to the UI, yet when I entered manual combat and just let it play out, I lost. Yet I saw my plane fire missiles and shoot... I even clicked evasive roll a few times... yet this happened over and over again... auto combat gives me 100% win, manual gives me 100% loss... what should I have done? Night missions don't look like it's dark at all. The original UFO was much darker. I can't even see where my soldier's aim is supposed to end, as the tutorial popup mentioned. Also, why not add a blue, moonlit palette shift to the night missions? Also, I cannot explain this: Intuitively, in the left image I should be able to hit the alien, and in the right one I should not. So how can I plan ahead when the cover system doesn't appear logical to me? The game looks and sounds lovely, it has a very good atmosphere and vibe around it, but all in all, imo, it's not 1.0 yet, and I'm very sad to hear the news that development has ended apart from fixing "stability". I really hope that last statement doesn't turn out to be true, though.
  11. It's fascinating to see how people think, or perhaps don't think... there are similar topics in the Might & Magic Legacy forums requesting a FPS style game instead of a grid based one. Do these people go to soccer matches and say "you know what would be a good idea? Tennis!"
  12. Hey, what do you know... I found another new 2D game with X-com roots that has leaning: www.youtube.com/watch?v=OQZnIgoTA3E
  13. I think you misunderstood me there. I did not use it as an example of leaning, if you read carefully, but rather as an example of how more advanced graphics also brings more expectations of how a game should behave. Since aliens would be allowed to lean as well, I do not believe it would make it any easier, merely more realistic. Leaning, as I described it would be no different from crouching, except that it would work around corners instead of objects with low height.
  14. My problem is this: The more realistic the graphics become, the more you expect the game to behave like in the real world (which is why misses or sight blocks in the 3D version of XCOM is so infuriating compared to the old one, because it uses most of the same old grid based rules which you can now clearly see don't work in 3D). In the original UFO this didn't bother me because I could clearly see that things weren't realistic, but in Xenonauts, every turn I wonder why my soldiers are so suicidal. And by chance I just happened to come across this trailer for another game inspired by UFO, that does seem to have leaning despite not having realistic graphics at all (20 seconds in): www.youtube.com/watch?v=ZwmDeIJ-LHw#t=19 And regarding alien snipers hiding around corners, you should still be able to see them peeking out just as they see you. I don't see why it should have to be handled in any other way than crouching. In fact, press the crouch button while standing on a corner facing in the wall should automatically lean you out, imo. Nothing said so far in this thread has convinced me that leaning is a bad idea yet though, sorry.
  15. I don't think any soldier in the history of the world has ever just walked around a corner to check what was happening on the other side, especially not in a fire fight, but that is what you do in almost every turn based strategy game. I mean, the soldiers can crouch behind things, but why can't they lean?
  16. Clicking like crazy it is then... because aircraft still has built in radar and chance to detect UFOs in their path, I hope? Regarding the "isn't really... designed for". I'm not sure how to put it but... what was Minecraft really designed for? What was Twitter really designed for? Users invented what turned out to be their major selling points. From your inital comment, I'd say it's much, much, muuuuch more common that people use something for a different purpose than you think and I would loathe to live in a world where people weren't allowed to use things for other things than what they were designed for. So I will be continuing relentlessly patrolling the skies to make sure I grab every single UFO, thank you very much.
  17. Yes, that is the way it also worked in the original UFO as I mentioned. What I want, however, is to be able to schedule it. Or, the simplest way, as you describe it, is to add a button saying "continuous patrolling", which automatically flies the same aircraft out to the same spot repeatedly as it gets refuelled (until I chose to click on the aircraft again and cancel the route).
  18. In the original UFO, the ufo:s were simulated and flew around the planet even if your radar stations didn't see them. However, there was one more way to spot an ufo and that was to fly around with your aircraft and hope to cross the path of one, since they had a small, built-in radar. I was fanatical in doing this, patrolling day and night, and I encountered quite a number of ships this way. It wasn't much fun with the relentless clicking though. I'm sad to see that Xenonauts have not improved on this part of the game. The obvious route would of course be to add a "Patrol" action in addition to the "Intercept". My proposal would be that this would allow you to setup regular radar sweeps of a particular area (country) of interest and get rid of the tedious clicking.
  19. I got to the first downed UFO, about to start a mission, and then it crashed. EDIT: Also, quick battle still launches the full game, and even though the launcher's options say 1600x1200 windowed mode, the game always launches in 1920x1200 full screen for me. EDIT: Oh, and I have two versions on Desura... "alpha" and "premium alpha"... was Xenonauts part of a Humble Bundle in addition to the Kickstarter? I'm not sure if I bought it twice... EDIT: The details in Desura now says Premium Alpha (1194) build 39... so if I'm supposed to be on build 16, is this a version from the future?
  20. Apparently, the tutorial wasn't over. I HAD to shoot the alien on the left, even though that was a stupid move, and the game wouldn't let me do anything (even quit) if I didn't do just that. Anyway, moving on, the mouse interface is a joke, so I switched to a 360 controller (why did I buy it on the PC?). Can't say I'm impressed by the path finding I encountered: I can't wait until the Xenonauts beta...
  21. So the game just unlocked in the EU and holy crap: If I click to drop a grenade or fire, and then change my mind I'm shit out of luck? There seems to be no way to cancel out of that action! There's an icon to the bottom left which seems like an "emergency exit" sign, but nothing happens when I click it. Oh, and on the mission where you're forced to get a guy up on the roof, after the aliens have destroyed his cover, I try to lob a grenade down off the roof, mostly blind firing. And I'm not allowed to. But not only that, again, I'm not allowed to cancel that action, or do anything at all after that. I have to Ctrl-Shift-Esc to bring up the Task Manager and kill the game. Every time. Atrocious.
  22. I had to register to comment on this... because I think the Thin Men are based on the Slender Man, which is an internet meme created by the Something Awful forums. It seems some UFO nuts jumped on the fabricated story, and now they have been reported for "decades", but that's false. Look it up on Snopes. So, great trolling by the Goons from that forum, they even tricked Firaxis. The Snakemen, though. Isn't that a Scientology jab?
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